Thursday, December 6, 2018

3D Week 16 Final Round Of Environment Scene

This is the final weeks progress of the overall final that the 3D artists had.  I of course instead of just doing an environment had to throw a creature in there so I made a Birch tree Ent.  This final round of development I painted all of my modeled assets in substance painter and made a substance designer material of dirt for the base.  Following the standard pipeline for 3D asset creation I exported those bake maps and created materials for them in UE4 as well as created vegetation cards for the scene.  After everything was imported it was all a matter of assembling this bad boy together in engine.  I built the scene and placed every asset, making tweaks to materials as needed.  Added lighting as well as my very own particle effects that I created for this environment!  All the little details came together to make this scene feel alive and I love it. This was an incredible project to work on and I can't wait to do more environments!








2D Week 15 Round 5 Final Delivery of Demo Level

This week I helped assist with general clean up and refinement of our level as well as some tech art issues we had with the VR tracking system.  I also modeled some proxy Art Deco buildings for our city skyline outside the arboretum. The art director and myself worked together to decide and build our presentation for the VR level test.  Below are the proxy models in Maya and then placed in the level with some basic materials on them.





Monday, December 3, 2018

3D Week 15 Environment Round 3

This round there was a bit of a new time constraint so it limited down the work I had originally intended to do.  So for this weeks round I finished all of my high res sculpts for the rock set, the hero asset Ent character, and the background birch tree trunks.  I specifically only sculpted the tree trunks of the birch trees because I will be using foliage cards I created to fill them out.  Below are my handy dandy high res sculpt images for the Birch Ent and the rock set.

After finishing all of the high res sculpts for the assets I resurfaced all of the models in Maya and created UV's for all of the assets as well.  Below are some images from the resurfacing process that show an improvement of my edge flow skills!








































After resurfacing all of the high res sculpts and creating proper UV layouts for the assets I exported the FBX files and imported them into Substance Painter and created all of the bake maps for the rock set, the birch Ent, and the birch tree assets.  They are now setup to be painted in the next round and exported to create materials in UE4.  Here are some images of the assets in Substance Painter ready to go for the next round.





 And next week will be the final polish of the entire environment including the substance designer materials I will have made.